THE SHARED REFERENCE Adventurer

Monster

Marut

Outside your table’s allowed sources

Official reference · MTF · 2014

Creature type
Construct
Size
Large
Armor class
22 (natural armor)
Hit points
432 (32d10 + 256)
Speed
Walk 40 ft., Fly 30 ft. (hover)
Challenge rating
25
Alignment
Lawful Neutral
Strength
28
Dexterity
12
Constitution
26
Intelligence
19
Wisdom
15
Charisma
18
Passive Perception
20
Saving Throws
int: +12; wis: +10; cha: +12
Skills
insight: +10; intimidation: +12; perception: +10
Senses
darkvision 60 ft.
Languages
all but rarely speaks
Resistances
thunder, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
charmed, frightened, paralyzed, poisoned, unconscious

Traits

Immutable Form

The marut is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day)

If the marut fails a saving throw, it can choose to succeed instead.

Magic Resistance

The marut has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The marut makes two slam attacks.

Unerring Slam

Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.

Blazing Edict (Recharge 5–6)

Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn.

Justify

The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle.

After teleporting in this way, the marut can't use this action again until it finishes a short or long rest.

Innate Spellcasting

The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components.

At will: plane shift (self only)

Quick preview